How To Make A Metroidvania Map

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Hello guys, my name is Kilo and  today I will explain the procedure   I follow in creating the maps in our  metroidvania game ‘Astra: Fading Stars’. For this system we are going to use a  very familiar to most of you formula,   which is the map formula of Hollow  Knight. The main reasons for this   selection are simplicity and practicality. To  my perspective this is a fundamental design   that you can later expand upon  and make it much more intricate. Today’s map design analysis includes the most  important features in metroidvanias such as   (topology, abilities and upgrades, secret rooms  and a system that GMTK likes to call “locks and   keys”.) Of course these are principles that  can be used in all kinds of games as well. Now, there are many levels of macro and  micro implementation so here’s a breakdown.  I would say that usually this is not  a linear step by step procedure but   layers of design that happen in parallel.  However, for simplicity’s and clarity’s   sake I will put them in order starting  from macroscopic to microscopic level. That being said, we start from designing  the overworld map into the different   areas/landscapes into the individual rooms which  are then connected together in a global system. The reason I like to start with the big  picture of things is that you can then   have a general direction according  to your story and world-building,   rather than blindly design piece  by piece in an unspecified layout. The most frequent pattern in these kinds of  games is having your player first visit some   specific locations in the world before they  are able to collect all the strength they   need to reach the ultimate destination and  the final boss. On that note you can vaguely   begin to place those critical points sparsely  around the map so that the player will travel   all across the continent and phase all  the different challenges along the way. Thus, you then begin drawing the routes  connecting all the critical points in   your map which may or not have a linear pattern.  The linearity highly depends on what access the   player has to his key abilities, which  will enable them to traverse the map,   and at what point of the game they can  find them. Usually you will have those   key abilities obtainable in a recognized  spot in your map and this is where you start   putting your landmarks like towers, shrines,  grooves, clearings, caves and what have you. Slowly the story is built around the critical  points and thus you begin to specify larger   parts of the map. (You may for example want your  player to pass through a mysterious forest and   meet some kind of strange creatures) These  ideas will then bring forth side stories,   events, placement of landscapes and  of course world-building and lore. At this point, even if you  don’t have your map complete,   you definitely hold a very good  idea of your general layout. Thus you now proceed to the level  design of the different areas. Here it is important to know which abilities the  player will have at their disposal or which ones   you want them to use more often. That way you  can design the topology accordingly. Usually,   more platforming abilities mean you will get  to space up your terrain and platforms more. Keep also in mind that upgrades are an important  part of the player’s progression. Oftentimes you   want to keep the important upgrades  behind some extra challenging path,   so you will have to make space  on your map for these sections. Here’s a rough sketch of this area,  it is the beginning of the game so we   keep it pretty simple. We have a linear  path that ends up in a boss fight. Then   the player will proceed to the next  area which will be much more open. Now, this level acts more like a  tutorial where the player learns to   manipulate their initial ability, the  “Astra Call”. This is an ability that   defines the game to a great degree both  in gameplay and lorewise. That is why a   lot of emphasis is given on teaching  the player how to properly use it. When you have your general layout setup you can  then break it into parts. These will be your   individual “rooms or scenes” of the level.  This process becomes easier with experience   and multiple iterations. At this point it is  good to keep in mind the relative size of the   character so you can have a general idea of the  spacing. (More on the character scaling later.) Note that I am marking the lock points of  the level. These are points that block the   player’s progression and can be overcomed  either with new abilities, items or events. Finally I also like to mark other  miscellaneous stuff like NPCs,   events, checkpoints and secrets.  Of course all the details will   be in the documentation files which  you should write about your designs. Now we come to the part where we  need to design each individual   room. This is the time when all  the micro details will be added. When designing the topology of the room  keep in mind the following parameters;   size of the player, mobility of the  player, and estimated current abilities. These parameters give you a good idea about the  spacing of your terrain and platforms. Of course,   things can be readjusted in the process but  it’s good to have an initial good estimation. I would also add roughly some gameplay elements   such as enemies and platformings and also  markings about secrets or story elements.   Once again the details of your level  would be in the documentation files. Eventually, through many iterations you will get a   more defined topology and become more  specific with your gameplay elements. Finally, you add the artwork  and have your room complete. With that being said we can now  proceed on drawing our mini-map. But before that, I want to make a small pause to  inform you guys about our upcoming metroidvania   game “Astra: Fading Stars”. You can  try a free demo on steam right now. Also, a fantasy adventure  book called ‘Song of Elusica:   The Ancient Gemstone’ is written in the same  world as the game so be sure to check it out. Okay back to the map! So now I have all my individual rooms  complete and I am going to place them   in their corresponsive place on the layout. See  how each one of them is connected to one another. Keep in mind that the scaling of the  player is always relative to the scaling   of the map. In my case the player is  5 times smaller in the area map and 10   times even smaller in the overworld  map. This means that if I multiply   the overworld map by 50 times I would get  the size of my game in pixels or inches. Now, when drawing the lineart of the mini map I  always keep in mind the lines’ language. In my   case I don’t want to reveal much information  about the topology of each room so I’m just   drawing rough shapes just to give the player  a general direction of their environment.   Occasionally I add some landmarks or markings to  indicate important or characteristic features. Note that the presentation of the map can  have many iterations before reaching its   final state. In my case I initially deliver  to the player a rough layout of the area.   Later on as they discover more the map will  be filled with secret rooms or other markings. This pretty much wraps up the process.  Gradually the many different areas will   connect together and complete the overworld map. Have fun with your own map  designs and thanks for watching!
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Channel: Kilo Galaxia
Views: 10,512
Rating: undefined out of 5
Keywords: Game, Developement
Id: h4QXEyG8E5M
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Length: 8min 4sec (484 seconds)
Published: Sat Sep 16 2023
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